/*
* Copyright (C) 2005-2009 MaNGOS
*
* Copyright (C) 2008-2009 Trinity
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef TRINITY_SPELLAURAS_H
#define TRINITY_SPELLAURAS_H
#include "SpellAuraDefines.h"
class Unit;
struct SpellEntry;
struct SpellModifier;
struct ProcTriggerSpell;
// forward decl
class Aura;
class AuraEffect;
typedef void(AuraEffect::*pAuraHandler)(bool Apply, bool Real, bool changeAmount);
// Real == true at aura add/remove
// Real == false at aura mod unapply/reapply; when adding/removing dependent aura/item/stat mods
//
// Code in aura handler can be guarded by if(Real) check if it should execution only at real add/remove of aura
//
// MAIN RULE: Code MUST NOT be guarded by if(Real) check if it modifies any stats
// (percent auras, stats mods, etc)
// Second rule: Code must be guarded by if(Real) check if it modifies object state (start/stop attack, send packets to client, etc)
//
// Other case choice: each code line moved under if(Real) check is Trinity speedup,
// each setting object update field code line moved under if(Real) check is significant Trinity speedup, and less server->client data sends
// each packet sending code moved under if(Real) check is _large_ Trinity speedup, and lot less server->client data sends
//
// changeAmount == true at changing existing aura amount - called wit real == false
// if aura has amount dependant effect handler has to allow proceeding it
// example: change speed aura, modifier aura
class TRINITY_DLL_SPEC Aura
{
friend void Player::SendAurasForTarget(Unit *target);
public:
virtual ~Aura();
explicit Aura(SpellEntry const* spellproto, uint32 effMask, Unit *target, WorldObject *source, Unit *caster, int32 *currentBasePoints = NULL, Item *castItem = NULL);
SpellEntry const* GetSpellProto() const { return m_spellProto; }
uint32 GetId() const{ return m_spellProto->Id; }
uint64 GetCastItemGUID() const { return m_castItemGuid; }
uint64 const& GetCasterGUID() const { return m_casterGuid; }
Unit* GetCaster() const;
uint64 const& GetSourceGUID() const { return m_sourceGuid; }
Unit *GetUnitSource() const;
Unit* GetTarget() const { return m_target; }
time_t GetAuraApplyTime() const { return m_applyTime; }
int32 GetAuraMaxDuration() const { return m_maxduration; }
void SetAuraMaxDuration(int32 duration) { m_maxduration = duration; }
int32 GetAuraDuration() const { return m_duration; }
void SetAuraDuration(int32 duration, bool withMods = false);
void RefreshAura() { SetAuraDuration(m_maxduration);}
bool IsExpired() const { return !GetAuraDuration() && !(IsPermanent() || IsPassive()); }
void SendAuraUpdate();
uint8 GetAuraSlot() const { return m_auraSlot; }
void SetAuraSlot(uint8 slot) { m_auraSlot = slot; }
uint8 GetAuraCharges() const { return m_procCharges; }
void SetAuraCharges(uint8 charges);
bool DropAuraCharge();
void SetProcDamage(uint32 val) { m_procDamage = val; }
uint32 GetProcDamage() const { return m_procDamage; }
uint8 GetStackAmount() const { return m_stackAmount; }
void SetStackAmount(uint8 num, bool applied = true);
bool modStackAmount(int32 num); // return true if last charge dropped
void SetRemoveMode(AuraRemoveMode mode) { m_removeMode = mode; }
uint8 GetRemoveMode() const {return m_removeMode;}
inline uint8 GetEffectMask() const {return m_auraFlags & 7;}
AuraEffect * GetPartAura (uint8 effIndex) const {assert (effIndex < MAX_SPELL_EFFECTS); return m_partAuras[effIndex];}
bool SetPartAura(AuraEffect* aurEff, uint8 effIndex);
bool IsPositive() const { return m_positive; }
void SetNegative() { m_positive = false; }
void SetPositive() { m_positive = true; }
bool IsPermanent() const { return m_permanent; }
void SetPermanent(bool val) { m_permanent = val; }
bool IsPassive() const { return m_isPassive; }
bool IsDeathPersistent() const { return m_isDeathPersist; }
bool IsRemovedOnShapeLost() const { return m_isRemovedOnShapeLost; }
bool CanBeSaved() const;
bool IsRemoved() const { return m_isRemoved; }
bool IsPersistent() const;
bool IsAreaAura() const;
bool IsAuraType(AuraType type) const;
void SetLoadedState(uint64 caster_guid,int32 maxduration,int32 duration,int32 charges, uint8 stackamount, int32 * amount);
bool HasEffect(uint8 effIndex) const {return bool (m_partAuras[effIndex]);}
inline void HandleEffects(bool apply)
{
for (uint8 i = 0; iHandleAuraEffect(m_partAuras[i], apply);
}
void ApplyAllModifiers(bool apply, bool Real=false);
void HandleAuraSpecificMods(bool apply);
void Update(uint32 diff);
void _AddAura();
void _RemoveAura();
// Allow Apply Aura Handler to modify and access m_AuraDRGroup
void setDiminishGroup(DiminishingGroup group) { m_AuraDRGroup = group; }
DiminishingGroup getDiminishGroup() const { return m_AuraDRGroup; }
// Single cast aura helpers
void UnregisterSingleCastAura();
bool IsSingleTarget() const {return m_isSingleTargetAura;}
void SetIsSingleTarget(bool val) { m_isSingleTargetAura = val;}
private:
const SpellEntry * const m_spellProto;
Unit * const m_target;
//WorldObject * const m_source;
const uint64 m_sourceGuid;
const uint64 m_casterGuid;
const uint64 m_castItemGuid; // it is NOT safe to keep a pointer to the item because it may get deleted
const time_t m_applyTime;
int32 m_maxduration; // Max aura duration
int32 m_duration; // Current time
int32 m_timeCla; // Timer for power per sec calcultion
AuraRemoveMode m_removeMode:8; // Store info for know remove aura reason
DiminishingGroup m_AuraDRGroup:8; // Diminishing
uint8 m_auraSlot; // Aura slot on unit (for show in client)
uint8 m_auraFlags; // Aura info flag (for send data to client)
uint8 m_auraLevel; // Aura level (store caster level for correct show level dep amount)
uint8 m_procCharges; // Aura charges (0 for infinite)
uint8 m_stackAmount; // Aura stack amount
AuraEffect * m_partAuras[3];
uint32 m_procDamage; // used in aura proc code
bool m_isDeathPersist:1;
bool m_isRemovedOnShapeLost:1;
bool m_isPassive:1;
bool m_positive:1;
bool m_permanent:1;
bool m_isRemoved:1;
bool m_isSingleTargetAura:1; // true if it's a single target spell and registered at caster - can change at spell steal for example
bool IsVisible() const;
};
class TRINITY_DLL_SPEC AuraEffect
{
public:
friend AuraEffect* CreateAuraEffect(Aura * parentAura, uint32 effIndex, int32 *currentBasePoints);
friend void Aura::SetStackAmount(uint8 stackAmount, bool applied);
//aura handlers
void HandleNULL(bool, bool, bool)
{
// NOT IMPLEMENTED
}
void HandleUnused(bool, bool, bool)
{
// NOT USED BY ANY SPELL OR USELESS
}
void HandleNoImmediateEffect(bool, bool, bool)
{
// aura not have immediate effect at add/remove and handled by ID in other code place
}
void HandleBindSight(bool Apply, bool Real, bool changeAmount);
void HandleModPossess(bool Apply, bool Real, bool changeAmount);
void HandlePeriodicDamage(bool Apply, bool Real, bool changeAmount);
void HandleAuraDummy(bool Apply, bool Real, bool changeAmount);
void HandleAuraPeriodicDummy(bool apply, bool Real, bool changeAmount);
void HandleModConfuse(bool Apply, bool Real, bool changeAmount);
void HandleModCharm(bool Apply, bool Real, bool changeAmount);
void HandleModFear(bool Apply, bool Real, bool changeAmount);
void HandlePeriodicHeal(bool Apply, bool Real, bool changeAmount);
void HandleModAttackSpeed(bool Apply, bool Real, bool changeAmount);
void HandleModMeleeRangedSpeedPct(bool apply, bool Real, bool changeAmount);
void HandleModCombatSpeedPct(bool apply, bool Real, bool changeAmount);
void HandleModThreat(bool Apply, bool Real, bool changeAmount);
void HandleModTaunt(bool Apply, bool Real, bool changeAmount);
void HandleFeignDeath(bool Apply, bool Real, bool changeAmount);
void HandleAuraModDisarm(bool Apply, bool Real, bool changeAmount);
void HandleAuraModStalked(bool Apply, bool Real, bool changeAmount);
void HandleAuraWaterWalk(bool Apply, bool Real, bool changeAmount);
void HandleAuraFeatherFall(bool Apply, bool Real, bool changeAmount);
void HandleAuraHover(bool Apply, bool Real, bool changeAmount);
void HandleAddModifier(bool Apply, bool Real, bool changeAmount);
void HandleAuraModStun(bool Apply, bool Real, bool changeAmount);
void HandleModDamageDone(bool Apply, bool Real, bool changeAmount);
void HandleAuraUntrackable(bool Apply, bool Real, bool changeAmount);
void HandleAuraEmpathy(bool Apply, bool Real, bool changeAmount);
void HandleModOffhandDamagePercent(bool apply, bool Real, bool changeAmount);
void HandleAuraModRangedAttackPower(bool Apply, bool Real, bool changeAmount);
void HandleAuraModIncreaseEnergyPercent(bool Apply, bool Real, bool changeAmount);
void HandleAuraModIncreaseHealthPercent(bool Apply, bool Real, bool changeAmount);
void HandleAuraModRegenInterrupt(bool Apply, bool Real, bool changeAmount);
void HandleHaste(bool Apply, bool Real, bool changeAmount);
void HandlePeriodicTriggerSpell(bool Apply, bool Real, bool changeAmount);
void HandlePeriodicTriggerSpellWithValue(bool apply, bool Real, bool changeAmount);
void HandlePeriodicEnergize(bool Apply, bool Real, bool changeAmount);
void HandleAuraModResistanceExclusive(bool Apply, bool Real, bool changeAmount);
void HandleAuraModPetTalentsPoints(bool Apply, bool Real, bool changeAmount);
void HandleModStealth(bool Apply, bool Real, bool changeAmount);
void HandleInvisibility(bool Apply, bool Real, bool changeAmount);
void HandleInvisibilityDetect(bool Apply, bool Real, bool changeAmount);
void HandleAuraModTotalHealthPercentRegen(bool Apply, bool Real, bool changeAmount);
void HandleAuraModTotalEnergyPercentRegen(bool Apply, bool Real, bool changeAmount);
void HandleAuraModResistance(bool Apply, bool Real, bool changeAmount);
void HandleAuraModRoot(bool Apply, bool Real, bool changeAmount);
void HandleAuraModSilence(bool Apply, bool Real, bool changeAmount);
void HandleAuraModStat(bool Apply, bool Real, bool changeAmount);
void HandleAuraModIncreaseSpeed(bool Apply, bool Real, bool changeAmount);
void HandleAuraModIncreaseMountedSpeed(bool Apply, bool Real, bool changeAmount);
void HandleAuraModIncreaseFlightSpeed(bool Apply, bool Real, bool changeAmount);
void HandleAuraModDecreaseSpeed(bool Apply, bool Real, bool changeAmount);
void HandleAuraModUseNormalSpeed(bool Apply, bool Real, bool changeAmount);
void HandleAuraModIncreaseHealth(bool Apply, bool Real, bool changeAmount);
void HandleAuraModIncreaseEnergy(bool Apply, bool Real, bool changeAmount);
void HandleAuraModShapeshift(bool Apply, bool Real, bool changeAmount);
void HandleAuraModEffectImmunity(bool Apply, bool Real, bool changeAmount);
void HandleAuraModStateImmunity(bool Apply, bool Real, bool changeAmount);
void HandleAuraModSchoolImmunity(bool Apply, bool Real, bool changeAmount);
void HandleAuraModDmgImmunity(bool Apply, bool Real, bool changeAmount);
void HandleAuraModDispelImmunity(bool Apply, bool Real, bool changeAmount);
void HandleAuraProcTriggerSpell(bool Apply, bool Real, bool changeAmount);
void HandleAuraTrackCreatures(bool Apply, bool Real, bool changeAmount);
void HandleAuraTrackResources(bool Apply, bool Real, bool changeAmount);
void HandleAuraModParryPercent(bool Apply, bool Real, bool changeAmount);
void HandleAuraModDodgePercent(bool Apply, bool Real, bool changeAmount);
void HandleAuraModBlockPercent(bool Apply, bool Real, bool changeAmount);
void HandleAuraModWeaponCritPercent(bool Apply, bool Real, bool changeAmount);
void HandlePeriodicLeech(bool Apply, bool Real, bool changeAmount);
void HandleModHitChance(bool Apply, bool Real, bool changeAmount);
void HandleModSpellHitChance(bool Apply, bool Real, bool changeAmount);
void HandleAuraModScale(bool Apply, bool Real, bool changeAmount);
void HandlePeriodicManaLeech(bool Apply, bool Real, bool changeAmount);
void HandlePeriodicHealthFunnel(bool apply, bool Real, bool changeAmount);
void HandleModCastingSpeed(bool Apply, bool Real, bool changeAmount);
void HandleAuraMounted(bool Apply, bool Real, bool changeAmount);
void HandleWaterBreathing(bool Apply, bool Real, bool changeAmount);
void HandleModBaseResistance(bool Apply, bool Real, bool changeAmount);
void HandleModRegen(bool Apply, bool Real, bool changeAmount);
void HandleModPowerRegen(bool Apply, bool Real, bool changeAmount);
void HandleModPowerRegenPCT(bool Apply, bool Real, bool changeAmount);
void HandleChannelDeathItem(bool Apply, bool Real, bool changeAmount);
void HandlePeriodicDamagePCT(bool Apply, bool Real, bool changeAmount);
void HandleAuraModAttackPower(bool Apply, bool Real, bool changeAmount);
void HandleAuraTransform(bool Apply, bool Real, bool changeAmount);
void HandleModSpellCritChance(bool Apply, bool Real, bool changeAmount);
void HandleAuraModIncreaseSwimSpeed(bool Apply, bool Real, bool changeAmount);
void HandleModPowerCostPCT(bool Apply, bool Real, bool changeAmount);
void HandleModPowerCost(bool Apply, bool Real, bool changeAmount);
void HandleFarSight(bool Apply, bool Real, bool changeAmount);
void HandleModPossessPet(bool Apply, bool Real, bool changeAmount);
void HandleModMechanicImmunity(bool Apply, bool Real, bool changeAmount);
void HandleModStateImmunityMask(bool apply, bool Real, bool changeAmount);
void HandleAuraModSkill(bool Apply, bool Real, bool changeAmount);
void HandleModDamagePercentDone(bool Apply, bool Real, bool changeAmount);
void HandleModPercentStat(bool Apply, bool Real, bool changeAmount);
void HandleModResistancePercent(bool Apply, bool Real, bool changeAmount);
void HandleAuraModBaseResistancePCT(bool Apply, bool Real, bool changeAmount);
void HandleModShieldBlockPCT(bool Apply, bool Real, bool changeAmount);
void HandleAuraTrackStealthed(bool Apply, bool Real, bool changeAmount);
void HandleModShieldBlock(bool Apply, bool Real, bool changeAmount);
void HandleForceReaction(bool Apply, bool Real, bool changeAmount);
void HandleAuraModRangedHaste(bool Apply, bool Real, bool changeAmount);
void HandleRangedAmmoHaste(bool Apply, bool Real, bool changeAmount);
void HandleModHealingDone(bool Apply, bool Real, bool changeAmount);
void HandleModTotalPercentStat(bool Apply, bool Real, bool changeAmount);
void HandleAuraModTotalThreat(bool Apply, bool Real, bool changeAmount);
void HandleModUnattackable(bool Apply, bool Real, bool changeAmount);
void HandleAuraModPacify(bool Apply, bool Real, bool changeAmount);
void HandleAuraGhost(bool Apply, bool Real, bool changeAmount);
void HandleAuraAllowFlight(bool Apply, bool Real, bool changeAmount);
void HandleModRating(bool apply, bool Real, bool changeAmount);
void HandleModRatingFromStat(bool apply, bool Real, bool changeAmount);
void HandleModTargetResistance(bool apply, bool Real, bool changeAmount);
void HandleAuraModAttackPowerPercent(bool apply, bool Real, bool changeAmount);
void HandleAuraModRangedAttackPowerPercent(bool apply, bool Real, bool changeAmount);
void HandleAuraModRangedAttackPowerOfStatPercent(bool apply, bool Real, bool changeAmount);
void HandleAuraModAttackPowerOfArmor(bool apply, bool Real, bool changeAmount);
void HandleAuraModAttackPowerOfStatPercent(bool apply, bool Real, bool changeAmount);
void HandleSpiritOfRedemption(bool apply, bool Real, bool changeAmount);
void HandleModManaRegen(bool apply, bool Real, bool changeAmount);
void HandleComprehendLanguage(bool apply, bool Real, bool changeAmount);
void HandleShieldBlockValue(bool apply, bool Real, bool changeAmount);
void HandleModSpellCritChanceShool(bool apply, bool Real, bool changeAmount);
void HandleAuraRetainComboPoints(bool apply, bool Real, bool changeAmount);
void HandleModSpellDamagePercentFromStat(bool apply, bool Real, bool changeAmount);
void HandleModSpellHealingPercentFromStat(bool apply, bool Real, bool changeAmount);
void HandleAuraControlVehicle(bool apply, bool Real, bool changeAmount);
void HandleModSpellDamagePercentFromAttackPower(bool apply, bool Real, bool changeAmount);
void HandleModSpellHealingPercentFromAttackPower(bool apply, bool Real, bool changeAmount);
void HandleAuraModPacifyAndSilence(bool Apply, bool Real, bool changeAmount);
void HandleAuraModIncreaseMaxHealth(bool apply, bool Real, bool changeAmount);
void HandleAuraModExpertise(bool apply, bool Real, bool changeAmount);
void HandleForceMoveForward(bool apply, bool Real, bool changeAmount);
void HandleAuraModResistenceOfStatPercent(bool apply, bool Real, bool changeAmount);
void HandleAuraPowerBurn(bool apply, bool Real, bool changeAmount);
void HandleSchoolAbsorb(bool apply, bool Real, bool changeAmount);
void HandlePreventFleeing(bool apply, bool Real, bool changeAmount);
void HandleArenaPreparation(bool apply, bool Real, bool changeAmount);
void HandleAuraConvertRune(bool apply, bool Real, bool changeAmount);
void HandleAuraIncreaseBaseHealthPercent(bool Apply, bool Real, bool changeAmount);
void HandleNoReagentUseAura(bool Apply, bool Real, bool changeAmount);
void HandlePhase(bool Apply, bool Real, bool changeAmount);
void HandleAuraAllowOnlyAbility(bool apply, bool Real, bool changeAmount);
void HandleCharmConvert(bool apply, bool Real, bool changeAmount);
void HandleAuraInitializeImages(bool Apply, bool Real, bool changeAmount);
void HandleAuraCloneCaster(bool Apply, bool Real, bool changeAmount);
void HandleAuraModCritPct(bool Apply, bool Real, bool changeAmount);
void HandleAuraLinked(bool Apply, bool Real, bool changeAmount);
void HandleAuraEffectSpecificMods(bool apply, bool Real, bool changeAmount);
int32 CalculateCrowdControlAuraAmount(Unit * caster);
// add/remove SPELL_AURA_MOD_SHAPESHIFT (36) linked auras
void HandleShapeshiftBoosts(bool apply);
Unit * GetCaster() const { return m_parentAura->GetCaster(); }
uint64 GetCasterGUID() const{ return m_parentAura->GetCasterGUID(); }
Aura * GetParentAura() const { return m_parentAura; }
SpellEntry const* GetSpellProto() const { return m_spellProto; }
uint32 GetId() const { return m_spellProto->Id; }
uint32 GetEffIndex() const { return m_effIndex; }
int32 GetBasePoints() const { return m_currentBasePoints; }
int32 GetAuraAmplitude(){return m_amplitude;}
void ResetPeriodicTimer(){m_periodicTimer = m_amplitude;}
virtual void Update(uint32 diff);
uint32 GetTickNumber() const { return m_tickNumber; }
int32 GetTotalTicks () const { return m_amplitude ? (GetParentAura()->GetAuraMaxDuration() / m_amplitude) : 1;}
bool IsAreaAura() const { return m_isAreaAura; }
bool IsPeriodic() const { return m_isPeriodic; }
bool IsPersistent() const { return m_isPersistent; }
bool IsApplied() const { return m_isApplied; }
void SetApplied (bool val) {m_isApplied = val; }
bool isAffectedOnSpell(SpellEntry const *spell) const;
void ApplyModifier(bool apply, bool Real = false, bool changeAmount=false);
void RecalculateAmount(bool applied = true);
void HandleAuraEffect(bool apply);
void ApplyAllModifiers(bool apply, bool Real);
Unit* GetTriggerTarget() const;
void TriggerSpell();
void TriggerSpellWithValue();
void PeriodicTick();
void PeriodicDummyTick();
int32 GetMiscBValue() const {return m_spellProto->EffectMiscValueB[m_effIndex];}
int32 GetMiscValue() const {return m_spellProto->EffectMiscValue[m_effIndex];}
uint32 GetAuraName() const {return m_auraName;}
int32 GetAmount() const {return m_amount;}
void SetAmount(int32 amount) { m_amount = amount; }
void CleanupTriggeredSpells();
protected:
explicit AuraEffect(Aura * parentAura, uint8 effIndex, int32 *currentBasePoints = NULL);
Aura * const m_parentAura;
Unit * const m_target;
uint32 m_tickNumber;
const SpellEntry * const m_spellProto;
const uint8 m_effIndex;
const AuraType m_auraName;
int32 m_currentBasePoints;
int32 m_amount;
SpellModifier *m_spellmod;
int32 m_periodicTimer; // Timer for periodic auras
int32 m_amplitude;
bool m_isPeriodic:1;
bool m_isAreaAura:1;
bool m_isPersistent:1;
bool m_isApplied:1;
private:
bool IsPeriodicTickCrit(Unit const * pCaster) const;
};
class TRINITY_DLL_SPEC AreaAuraEffect : public AuraEffect
{
public:
friend AuraEffect* CreateAuraEffect(Aura * parentAura, uint32 effIndex, int32 *currentBasePoints);
void Update(uint32 diff);
Unit *GetSource() const { return GetParentAura()->GetUnitSource(); }
protected:
explicit AreaAuraEffect(Aura * parentAura, uint32 effIndex, int32 *currentBasePoints = NULL);
float m_radius;
int32 m_removeTime;
AreaAuraType m_areaAuraType;
};
class TRINITY_DLL_SPEC PersistentAreaAuraEffect : public AuraEffect
{
public:
friend AuraEffect* CreateAuraEffect(Aura * parentAura, uint32 effIndex, int32 *currentBasePoints);
void Update(uint32 diff);
DynamicObject *GetSource() const;
protected:
explicit PersistentAreaAuraEffect(Aura * parentAura, uint32 eff, int32 *currentBasePoints = NULL);
};
AuraEffect* CreateAuraEffect(Aura * parentAura, uint32 effIndex, int32 *currentBasePoints = NULL);
#endif